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    Procedural World

    procworld.blogspot.com · Personal blog · on HN since 2011

    Procedural World is the blog of the Voxel Farm developers, covering voxel engines, procedural generation, and the tech used in Everquest Next.

    Visit blogHN submissions
    GamesProgramming
    What HN says

    HN commenters recommend it for technical write-ups on voxel engines and procedural worlds, citing it alongside Atomontage and No Man's Sky discussions.

    Stats for nerds
    21HN people shared it
    10linked in comments
    31story points
    Jul 2017last shared
    2013people per year2017

    Top posts on HN

    1. 1
      If you were the last person in the world, would you build a parser?
      1 person · 17 points · first shared 2011 · 1 comments on HN
    2. 2
      Procedural World: Space Colonization
      2 people · 2 points · first shared 2014 · Discussion on HN
    3. 3
      Your Euclideon Yearly Fix
      1 person · 2 points · first shared 2014 · Discussion on HN
    4. 4
      A trip to the Voxel Farm
      1 person · 2 points · first shared 2012 · Discussion on HN
    5. 5
      The voxel technology behind Everquest Next
      1 person · 2 points · first shared 2013 · Discussion on HN
    6. 6
      Voxel Physics
      1 person · 2 points · first shared 2013 · Discussion on HN
    7. 7
      Introduction to Wang Tiles
      1 person · 1 points · first shared 2019 · Discussion on HN
    8. 8
      Real men don't draw buildings, they write them
      1 person · 1 points · first shared 2012 · 1 comments on HN
    9. 9
      Get Voxel Farm
      1 person · 1 points · first shared 2015 · Discussion on HN
    10. 10
      Introducing Voxel Studio
      1 person · 1 points · first shared 2012 · Discussion on HN

    What HN people wrote when they linked it

    • tigebaJul 2014

      You may want to check out Everquest Next. I think it would be fair to say that EQN is very close to a completely voxelized environment and at least mostly procedural. There is a great deal of curated content as well, but it seems like they are working on sourcing lots of that from players. The voxelized environment in EQN is based on Miguel Cepero's work. I believe they in fact hired him. I have been reading his blog for a long time and you can get a pretty good idea of the techniques that are being used.

      http://procworld.blogspot.com/

      A couple of quick hints to get you going in the right direction is that there are ( I believe ) a couple of generalized tricks involved to pull this off well. The first is using the 'correct' method to tesselate your voxel geometry. Minecraft literally uses cubes and you are familiar with the result. Another 'classic' method is the application of marching cubes/tetrahedra. This gives you fairly good organic-ish shapes but suffers from the inability to render sharp edges. Everything looks blobby. I believe the method used by EQN makes use dual-contouring, or a variant, which allows you to create organic shapes and also preserve sharp edges. A second factor is the ability to use different levels of resolution or scale for your voxels situationally. This allows you to craft human-scale things like cups and swords and whatnot, with human-scale details, and still craft houses and mountains and trees, without the need for storing…

    • pestsFeb 2015

      If you like procedural generation check out [0]. His recent blog posts have been about his Minecraft-like voxel engine (currently being used for Everquest Landmark I believe) but he has a lot of great gems in his archives.

      Two recent articles about his language to randomly generate architecture, and two older ones about city generation:

      http://procworld.blogspot.com/2014/11/cantor-city.html

      http://procworld.blogspot.com/2014/11/life-without-debugger.html

      http://procworld.blogspot.com/2011/07/screenshots-of-building-scopes.html - Builds a city over rocky terrain.

      http://procworld.blogspot.com/2011/07/city-lots.html

      The video in the second one is really cool from a programming and debugging perspective.

      [0] http://procworld.blogspot.com

      ed: Added more city-generation links.

    • theknarfJul 2017

      Let's see. Often when I find something interesting on HN or Reddit I might see if the author writes other interesting posts and subscribe to their blog on Feedly. I currently have a few hundred sources that I subscribe to so it might be a bit hard for me to choose which "blogs" I'd promote. But there are some:

      - https://blog.codinghorror.com/

      - http://www.pentadact.com/

      - http://procworld.blogspot.no/

      - https://moviecode.tumblr.com/

      - http://hackaday.com/

      - https://research.googleblog.com/

      - https://gpuofthebrain.com/

      - https://xkcd.com/

      - http://oglaf.com/

      This is an almost random selection of some of the blogs that I subscribe to.

    • reedlawMar 2016

      What you say is very true. Maybe I should have said "intermediate" tutorials. Even though the problem area is so deep and complex there have been astonishing engines produced by very small teams, such as:

      * http://procworld.blogspot.com/ which is a voxel-based rendering engine mostly developed by one person

      * http://the-witness.net/ which is a game with a custom engine developed by a small team and features many realistic effects

    • mdfJul 2014

      Every once in a while, I've been reading the articles in this interesting blog[1] that covers various topics on procedural world generation. I've found that some of the articles (like, for example, this one[2] covering the creation of vegetation using space colonization instead of L-systems) are very educating.

      [1] http://procworld.blogspot.com/

      [2] http://procworld.blogspot.com/2011/02/space-colonization.html

    • ramidarigazDec 2013

      I don't know what tech No Man's Sky is using, but Voxel Farm[0] does something very similar (it's being used in Everquest Next and StarForge among other things). However, instead of marching cubes it uses dual contouring which produces nicer results. Also, it was made by one guy. His blog is amazing: http://procworld.blogspot.com/

      [0]http://voxelfarm.com/vfweb/index.html

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